__shdBulbSpecular.fsh 314 B

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  1. varying vec2 v_vTexcoord;
  2. varying vec4 v_vColour;
  3. uniform float u_fAlphaThreshold;
  4. void main()
  5. {
  6. gl_FragColor = texture2D(gm_BaseTexture, v_vTexcoord);
  7. if (gl_FragColor.a < u_fAlphaThreshold) discard;
  8. gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - v_vColour.a*texture2D(gm_BaseTexture, v_vTexcoord).a);
  9. }